Doesn't matter how you generate the levels, as long as the results are playable.
I think I tried too hard to generate based on code, and paths, whereas you're obviously "stamping" things down and then (i imagine) cutting out a path later. As a result, yours are looking WAY more like how you intended them to look!!! Mine are... Kinda mangled, if I'm honest.

But your levels seem to have a more unique structure to them as a whole, when compared to simply plotting down symbols.

The dungeon levels for example, seem to have yielded by far the more intesting results to me visually and gameplay-wise when compared to the egypt levels. I'm going to play with using a combination of the two methods for any remaining themes, just to mix things up a bit. I'm imagining using possibly wider tunnels with smaller, more frequent stamps could yield some interesting results!

Remembering about the Non Maskable Interrupt on each frame is really handy, that and being able to wait for each VBlank maskes it possible.

One month to go until it all needs to be completed and I reckon I'll spend tonight getting some sort of list of Levels for easy, normal and hard modes cranked out. Maybe some updates to the menu screen to allow for mode selection.

Gonna add some bouncy fruit to each level for bonus chalenge items. Just one per level but getting three in a row will result in more extra lives ala mario 3. Just a lil pong-esque thing which will flip between cherries, melon and apples.

Not the easiest things to do with a tiny palette and so few pixels but they look alright.